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Merge pull request #1670 from SBird1337/ai/expected-value
[ai] use expected value move dmg calculation
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commit
f7b90bab93
@ -13,6 +13,7 @@ struct StatFractions
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};
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s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbility);
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s8 GetInverseCritChance(u8 battlerAtk, u8 battlerDef, u32 move);
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u32 GetTotalAccuracy(u32 battlerAtk, u32 battlerDef, u32 move);
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u8 GetBattlerTurnOrderNum(u8 battlerId);
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bool32 NoAliveMonsForEitherParty(void);
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@ -711,7 +711,8 @@ static bool32 AI_GetIfCrit(u32 move, u8 battlerAtk, u8 battlerDef)
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s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef)
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{
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s32 dmg, moveType;
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s32 dmg, moveType, critDmg, normalDmg;
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s8 critChance;
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SaveBattlerData(battlerAtk);
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SaveBattlerData(battlerDef);
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@ -722,12 +723,22 @@ s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef)
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gBattleStruct->dynamicMoveType = 0;
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SetTypeBeforeUsingMove(move, battlerAtk);
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GET_MOVE_TYPE(move, moveType);
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dmg = CalculateMoveDamage(move, battlerAtk, battlerDef, moveType, 0, AI_GetIfCrit(move, battlerAtk, battlerDef), FALSE, FALSE);
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critChance = GetInverseCritChance(battlerAtk, battlerDef, move);
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normalDmg = CalculateMoveDamage(move, battlerAtk, battlerDef, moveType, 0, FALSE, FALSE, FALSE);
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critDmg = CalculateMoveDamage(move, battlerAtk, battlerDef, moveType, 0, TRUE, FALSE, FALSE);
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if(critChance == -1)
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dmg = normalDmg;
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else
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dmg = (critDmg + normalDmg * (critChance - 1)) / critChance;
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// handle dynamic move damage
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switch (gBattleMoves[move].effect)
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{
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case EFFECT_LEVEL_DAMAGE:
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case EFFECT_PSYWAVE:
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//psywave's expected damage is equal to the user's level
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dmg = gBattleMons[battlerAtk].level;
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break;
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case EFFECT_DRAGON_RAGE:
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@ -736,20 +747,11 @@ s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef)
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case EFFECT_SONICBOOM:
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dmg = 20;
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break;
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case EFFECT_PSYWAVE:
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{
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u32 randDamage;
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if (B_PSYWAVE_DMG >= GEN_6)
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randDamage = (Random() % 101);
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else
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randDamage = (Random() % 11) * 10;
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dmg = gBattleMons[battlerAtk].level * (randDamage + 50) / 100;
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}
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break;
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//case EFFECT_METAL_BURST:
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//case EFFECT_COUNTER:
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default:
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dmg *= (100 - (Random() % 10)) / 100; // add random factor
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//do not add the random factor, it's an average case analysis
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//dmg *= (100 - (Random() % 10)) / 100; // add random factor
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break;
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}
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@ -1822,6 +1822,15 @@ s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbi
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return critChance;
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}
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s8 GetInverseCritChance(u8 battlerAtk, u8 battlerDef, u32 move)
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{
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s32 critChanceIndex = CalcCritChanceStage(battlerAtk, battlerDef, move, FALSE);
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if(critChanceIndex < 0)
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return -1;
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else
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return sCriticalHitChance[critChanceIndex];
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}
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static void Cmd_critcalc(void)
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{
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s32 critChance = CalcCritChanceStage(gBattlerAttacker, gBattlerTarget, gCurrentMove, TRUE);
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